﻿// UNITY_SHADER_NO_UPGRADE
Shader "UI/Overlay"
{
	Properties
	{
		[PerRendererData] _MainTex("Font Texture", 2D) = "white" {}

		_Color("Tint", Color) = (1,1,1,1)

		_StencilComp("Stencil Comparison", Float) = 8
		_Stencil("Stencil ID", Float) = 0
		_StencilOp("Stencil Operation", Float) = 0
		_StencilWriteMask("Stencil Write Mask", Float) = 255
		_StencilReadMask("Stencil Read Mask", Float) = 255

		_ColorMask("Color Mask", Float) = 15
	}

		SubShader
		{
			LOD 100

			Tags
			{
				"Queue" = "Transparent"
				"IgnoreProjector" = "True"
				"RenderType" = "Transparent"
				"PreviewType" = "Plane"
				"CanUseSpriteAtlas" = "True"
			}

			Stencil
			{
				Ref[_Stencil]
				Comp[_StencilComp]
				Pass[_StencilOp]
				ReadMask[_StencilReadMask]
				WriteMask[_StencilWriteMask]
			}

			Cull Back
			Lighting Off
			ZWrite Off
			ZTest[unity_GUIZTestMode]
			Offset -1, -1
			Blend SrcAlpha OneMinusSrcAlpha
			ColorMask[_ColorMask]

			Pass
			{
				CGPROGRAM
					#pragma vertex vert
					#pragma fragment frag
					#include "UnityCG.cginc"
					#include "UnityUI.cginc"

					struct appdata_t
					{
						float4 vertex : POSITION;
						float2 texcoord : TEXCOORD0;
						float4 color : COLOR;
					};

					struct v2f
					{
						float4 vertex : SV_POSITION;
						half2 texcoord : TEXCOORD0;
						fixed4 color : COLOR;
					};

					sampler2D _MainTex;
					float4 _MainTex_ST;
					fixed4 _Color;
					fixed4 _TextureSampleAdd;

					v2f vert(appdata_t v)
					{
						v2f o;
	#if UNITY_VERSION >= 560
						o.vertex = UnityObjectToClipPos(v.vertex);
	#else
						o.vertex = mul(UNITY_MATRIX_MVP, v.vertex);
	#endif
						o.texcoord = TRANSFORM_TEX(v.texcoord, _MainTex);
						o.color = v.color * _Color;
	#ifdef UNITY_HALF_TEXEL_OFFSET
						o.vertex.xy += (_ScreenParams.zw - 1.0)*float2(-1,1);
	#endif

						return o;
					}

					fixed4 frag(v2f i) : SV_Target
					{
						fixed4 col = (tex2D(_MainTex, i.texcoord) + _TextureSampleAdd) * i.color;
						clip(col.a - 0.01);
						return col;
					}
				ENDCG
			}
		}
}